tests/shader-runner: Separate resource_type into type and dimension.

If in the same shader_test file we have both a [buffer uav n] and a
[uav n] with the same slot "n", we want the last one to override the
first one instead of passing both resources to the backends.

Same for [buffer srv n] and [texture n] after we introduce SRV buffers.
This commit is contained in:
Francisco Casas 2024-01-22 20:20:18 -03:00 committed by Alexandre Julliard
parent e1c759e1c9
commit 22a0f14a2f
Notes: Alexandre Julliard 2024-02-19 22:59:16 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/569
7 changed files with 351 additions and 289 deletions

View File

@ -509,6 +509,7 @@ static void parse_input_layout_directive(struct shader_runner *runner, const cha
void init_resource(struct resource *resource, const struct resource_params *params) void init_resource(struct resource *resource, const struct resource_params *params)
{ {
resource->type = params->type; resource->type = params->type;
resource->dimension = params->dimension;
resource->slot = params->slot; resource->slot = params->slot;
resource->format = params->format; resource->format = params->format;
resource->size = params->data_size; resource->size = params->data_size;
@ -738,6 +739,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
memset(&params, 0, sizeof(params)); memset(&params, 0, sizeof(params));
params.slot = 0; params.slot = 0;
params.type = RESOURCE_TYPE_RENDER_TARGET; params.type = RESOURCE_TYPE_RENDER_TARGET;
params.dimension = RESOURCE_DIMENSION_2D;
params.format = DXGI_FORMAT_R32G32B32A32_FLOAT; params.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
params.data_type = TEXTURE_DATA_FLOAT; params.data_type = TEXTURE_DATA_FLOAT;
params.texel_size = 16; params.texel_size = 16;
@ -764,6 +766,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
memset(&params, 0, sizeof(params)); memset(&params, 0, sizeof(params));
params.slot = 0; params.slot = 0;
params.type = RESOURCE_TYPE_VERTEX_BUFFER; params.type = RESOURCE_TYPE_VERTEX_BUFFER;
params.dimension = RESOURCE_DIMENSION_BUFFER;
params.data = malloc(sizeof(quad)); params.data = malloc(sizeof(quad));
memcpy(params.data, quad, sizeof(quad)); memcpy(params.data, quad, sizeof(quad));
params.data_size = sizeof(quad); params.data_size = sizeof(quad);
@ -786,6 +789,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
memset(&params, 0, sizeof(params)); memset(&params, 0, sizeof(params));
params.slot = 0; params.slot = 0;
params.type = RESOURCE_TYPE_RENDER_TARGET; params.type = RESOURCE_TYPE_RENDER_TARGET;
params.dimension = RESOURCE_DIMENSION_2D;
params.format = DXGI_FORMAT_R32G32B32A32_FLOAT; params.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
params.data_type = TEXTURE_DATA_FLOAT; params.data_type = TEXTURE_DATA_FLOAT;
params.texel_size = 16; params.texel_size = 16;
@ -838,7 +842,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
fatal_error("Malformed buffer UAV index '%s'.\n", line); fatal_error("Malformed buffer UAV index '%s'.\n", line);
line = rest; line = rest;
resource = shader_runner_get_resource(runner, RESOURCE_TYPE_BUFFER_UAV, slot); resource = shader_runner_get_resource(runner, RESOURCE_TYPE_UAV, slot);
} }
else if (match_string(line, "render target", &line)) else if (match_string(line, "render target", &line))
{ {
@ -1545,6 +1549,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o
current_resource.slot = index; current_resource.slot = index;
current_resource.type = RESOURCE_TYPE_RENDER_TARGET; current_resource.type = RESOURCE_TYPE_RENDER_TARGET;
current_resource.dimension = RESOURCE_DIMENSION_2D;
current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT; current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
current_resource.data_type = TEXTURE_DATA_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT;
current_resource.texel_size = 16; current_resource.texel_size = 16;
@ -1558,6 +1563,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o
current_resource.slot = index; current_resource.slot = index;
current_resource.type = RESOURCE_TYPE_TEXTURE; current_resource.type = RESOURCE_TYPE_TEXTURE;
current_resource.dimension = RESOURCE_DIMENSION_2D;
current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT; current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
current_resource.data_type = TEXTURE_DATA_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT;
current_resource.texel_size = 16; current_resource.texel_size = 16;
@ -1571,6 +1577,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o
current_resource.slot = index; current_resource.slot = index;
current_resource.type = RESOURCE_TYPE_UAV; current_resource.type = RESOURCE_TYPE_UAV;
current_resource.dimension = RESOURCE_DIMENSION_2D;
current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT; current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
current_resource.data_type = TEXTURE_DATA_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT;
current_resource.texel_size = 16; current_resource.texel_size = 16;
@ -1583,7 +1590,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o
memset(&current_resource, 0, sizeof(current_resource)); memset(&current_resource, 0, sizeof(current_resource));
current_resource.slot = index; current_resource.slot = index;
current_resource.type = RESOURCE_TYPE_BUFFER_UAV; current_resource.type = RESOURCE_TYPE_UAV;
current_resource.dimension = RESOURCE_DIMENSION_BUFFER;
current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT; current_resource.format = DXGI_FORMAT_R32G32B32A32_FLOAT;
current_resource.data_type = TEXTURE_DATA_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT;
current_resource.texel_size = 16; current_resource.texel_size = 16;
@ -1597,6 +1605,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_o
current_resource.slot = index; current_resource.slot = index;
current_resource.type = RESOURCE_TYPE_VERTEX_BUFFER; current_resource.type = RESOURCE_TYPE_VERTEX_BUFFER;
current_resource.dimension = RESOURCE_DIMENSION_BUFFER;
current_resource.data_type = TEXTURE_DATA_FLOAT; current_resource.data_type = TEXTURE_DATA_FLOAT;
} }
else if (!strcmp(line, "[test]\n")) else if (!strcmp(line, "[test]\n"))

View File

@ -69,14 +69,20 @@ enum resource_type
RESOURCE_TYPE_RENDER_TARGET, RESOURCE_TYPE_RENDER_TARGET,
RESOURCE_TYPE_TEXTURE, RESOURCE_TYPE_TEXTURE,
RESOURCE_TYPE_UAV, RESOURCE_TYPE_UAV,
RESOURCE_TYPE_BUFFER_UAV,
RESOURCE_TYPE_VERTEX_BUFFER, RESOURCE_TYPE_VERTEX_BUFFER,
}; };
enum resource_dimension
{
RESOURCE_DIMENSION_BUFFER,
RESOURCE_DIMENSION_2D,
};
struct resource_params struct resource_params
{ {
unsigned int slot; unsigned int slot;
enum resource_type type; enum resource_type type;
enum resource_dimension dimension;
DXGI_FORMAT format; DXGI_FORMAT format;
enum texture_data_type data_type; enum texture_data_type data_type;
@ -91,6 +97,7 @@ struct resource
{ {
unsigned int slot; unsigned int slot;
enum resource_type type; enum resource_type type;
enum resource_dimension dimension;
DXGI_FORMAT format; DXGI_FORMAT format;
unsigned int size; unsigned int size;

View File

@ -371,12 +371,87 @@ static ID3D11Buffer *create_buffer(ID3D11Device *device, unsigned int bind_flags
return buffer; return buffer;
} }
static void init_resource_2d(struct d3d11_shader_runner *runner, struct d3d11_resource *resource,
const struct resource_params *params)
{
D3D11_SUBRESOURCE_DATA resource_data[2];
ID3D11Device *device = runner->device;
D3D11_TEXTURE2D_DESC desc = {0};
HRESULT hr;
if (params->level_count > ARRAY_SIZE(resource_data))
fatal_error("Level count %u is too high.\n", params->level_count);
desc.Width = params->width;
desc.Height = params->height;
desc.MipLevels = params->level_count;
desc.ArraySize = 1;
desc.Format = params->format;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
if (params->type == RESOURCE_TYPE_UAV)
desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
else if (params->type == RESOURCE_TYPE_RENDER_TARGET)
desc.BindFlags = D3D11_BIND_RENDER_TARGET;
else
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
if (params->data)
{
unsigned int buffer_offset = 0;
for (unsigned int level = 0; level < params->level_count; ++level)
{
unsigned int level_width = get_level_dimension(params->width, level);
unsigned int level_height = get_level_dimension(params->height, level);
resource_data[level].pSysMem = &params->data[buffer_offset];
resource_data[level].SysMemPitch = level_width * params->texel_size;
resource_data[level].SysMemSlicePitch = level_height * resource_data[level].SysMemPitch;
buffer_offset += resource_data[level].SysMemSlicePitch;
}
hr = ID3D11Device_CreateTexture2D(device, &desc, resource_data, &resource->texture);
}
else
{
hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &resource->texture);
}
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
resource->resource = (ID3D11Resource *)resource->texture;
if (params->type == RESOURCE_TYPE_UAV)
hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, NULL, &resource->uav);
else if (params->type == RESOURCE_TYPE_RENDER_TARGET)
hr = ID3D11Device_CreateRenderTargetView(device, resource->resource, NULL, &resource->rtv);
else
hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr);
}
static void init_resource_uav_buffer(struct d3d11_shader_runner *runner, struct d3d11_resource *resource,
const struct resource_params *params)
{
D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
ID3D11Device *device = runner->device;
HRESULT hr;
resource->buffer = create_buffer(device, D3D11_BIND_UNORDERED_ACCESS, params->data_size, params->data);
resource->resource = (ID3D11Resource *)resource->buffer;
uav_desc.Format = params->format;
uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.FirstElement = 0;
uav_desc.Buffer.NumElements = params->data_size / params->texel_size;
uav_desc.Buffer.Flags = 0;
hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, &uav_desc, &resource->uav);
ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr);
}
static struct resource *d3d11_runner_create_resource(struct shader_runner *r, const struct resource_params *params) static struct resource *d3d11_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
{ {
struct d3d11_shader_runner *runner = d3d11_shader_runner(r); struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
ID3D11Device *device = runner->device; ID3D11Device *device = runner->device;
struct d3d11_resource *resource; struct d3d11_resource *resource;
HRESULT hr;
resource = calloc(1, sizeof(*resource)); resource = calloc(1, sizeof(*resource));
init_resource(&resource->r, params); init_resource(&resource->r, params);
@ -385,77 +460,15 @@ static struct resource *d3d11_runner_create_resource(struct shader_runner *r, co
{ {
case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_TEXTURE:
init_resource_2d(runner, resource, params);
break;
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
{ if (params->dimension == RESOURCE_DIMENSION_BUFFER)
D3D11_SUBRESOURCE_DATA resource_data[2]; init_resource_uav_buffer(runner, resource, params);
D3D11_TEXTURE2D_DESC desc = {0};
if (params->level_count > ARRAY_SIZE(resource_data))
fatal_error("Level count %u is too high.\n", params->level_count);
desc.Width = params->width;
desc.Height = params->height;
desc.MipLevels = params->level_count;
desc.ArraySize = 1;
desc.Format = params->format;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
if (params->type == RESOURCE_TYPE_UAV)
desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
else if (params->type == RESOURCE_TYPE_RENDER_TARGET)
desc.BindFlags = D3D11_BIND_RENDER_TARGET;
else else
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; init_resource_2d(runner, resource, params);
if (params->data)
{
unsigned int buffer_offset = 0;
for (unsigned int level = 0; level < params->level_count; ++level)
{
unsigned int level_width = get_level_dimension(params->width, level);
unsigned int level_height = get_level_dimension(params->height, level);
resource_data[level].pSysMem = &params->data[buffer_offset];
resource_data[level].SysMemPitch = level_width * params->texel_size;
resource_data[level].SysMemSlicePitch = level_height * resource_data[level].SysMemPitch;
buffer_offset += resource_data[level].SysMemSlicePitch;
}
hr = ID3D11Device_CreateTexture2D(device, &desc, resource_data, &resource->texture);
}
else
{
hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &resource->texture);
}
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
resource->resource = (ID3D11Resource *)resource->texture;
if (params->type == RESOURCE_TYPE_UAV)
hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, NULL, &resource->uav);
else if (params->type == RESOURCE_TYPE_RENDER_TARGET)
hr = ID3D11Device_CreateRenderTargetView(device, resource->resource, NULL, &resource->rtv);
else
hr = ID3D11Device_CreateShaderResourceView(device, resource->resource, NULL, &resource->srv);
ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr);
break; break;
}
case RESOURCE_TYPE_BUFFER_UAV:
{
D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
resource->buffer = create_buffer(device, D3D11_BIND_UNORDERED_ACCESS, params->data_size, params->data);
resource->resource = (ID3D11Resource *)resource->buffer;
uav_desc.Format = params->format;
uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.FirstElement = 0;
uav_desc.Buffer.NumElements = params->data_size / params->texel_size;
uav_desc.Buffer.Flags = 0;
hr = ID3D11Device_CreateUnorderedAccessView(device, resource->resource, &uav_desc, &resource->uav);
ok(hr == S_OK, "Failed to create view, hr %#lx.\n", hr);
break;
}
case RESOURCE_TYPE_VERTEX_BUFFER: case RESOURCE_TYPE_VERTEX_BUFFER:
resource->buffer = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, params->data_size, params->data); resource->buffer = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, params->data_size, params->data);
@ -538,7 +551,6 @@ static bool d3d11_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
break; break;
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
ID3D11DeviceContext_CSSetUnorderedAccessViews(context, resource->r.slot, 1, &resource->uav, NULL); ID3D11DeviceContext_CSSetUnorderedAccessViews(context, resource->r.slot, 1, &resource->uav, NULL);
break; break;
@ -625,7 +637,6 @@ static bool d3d11_runner_draw(struct shader_runner *r,
break; break;
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
uavs[resource->r.slot] = resource->uav; uavs[resource->r.slot] = resource->uav;
min_uav_slot = min(min_uav_slot, resource->r.slot); min_uav_slot = min(min_uav_slot, resource->r.slot);
break; break;
@ -709,25 +720,28 @@ static struct resource_readback *d3d11_runner_get_resource_readback(struct shade
switch (resource->r.type) switch (resource->r.type)
{ {
case RESOURCE_TYPE_BUFFER_UAV:
ID3D11Buffer_GetDesc(resource->buffer, &buffer_desc);
buffer_desc.Usage = D3D11_USAGE_STAGING;
buffer_desc.BindFlags = 0;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
buffer_desc.MiscFlags = 0;
hr = ID3D11Device_CreateBuffer(runner->device, &buffer_desc, NULL, (ID3D11Buffer **)&rb->resource);
ok(hr == S_OK, "Failed to create buffer, hr %#lx.\n", hr);
break;
case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
ID3D11Texture2D_GetDesc(resource->texture, &texture_desc); if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER)
texture_desc.Usage = D3D11_USAGE_STAGING; {
texture_desc.BindFlags = 0; ID3D11Buffer_GetDesc(resource->buffer, &buffer_desc);
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; buffer_desc.Usage = D3D11_USAGE_STAGING;
texture_desc.MiscFlags = 0; buffer_desc.BindFlags = 0;
hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->resource); buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr); buffer_desc.MiscFlags = 0;
hr = ID3D11Device_CreateBuffer(runner->device, &buffer_desc, NULL, (ID3D11Buffer **)&rb->resource);
ok(hr == S_OK, "Failed to create buffer, hr %#lx.\n", hr);
}
else
{
ID3D11Texture2D_GetDesc(resource->texture, &texture_desc);
texture_desc.Usage = D3D11_USAGE_STAGING;
texture_desc.BindFlags = 0;
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
texture_desc.MiscFlags = 0;
hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->resource);
ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
}
break; break;
case RESOURCE_TYPE_VERTEX_BUFFER: case RESOURCE_TYPE_VERTEX_BUFFER:

View File

@ -189,43 +189,41 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
runner->heap = create_gpu_descriptor_heap(device, runner->heap = create_gpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS); D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
state = params->data ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_UNORDERED_ACCESS; if (params->dimension == RESOURCE_DIMENSION_BUFFER)
resource->resource = create_default_texture2d(device, params->width, params->height, 1,
params->level_count, params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, state);
if (params->data)
{ {
upload_texture_data_with_states(resource->resource, resource_data, D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 };
params->level_count, test_context->queue, test_context->list,
resource->resource = create_default_buffer(device, params->data_size,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData,
test_context->queue, test_context->list,
RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
reset_command_list(test_context->list, test_context->allocator); reset_command_list(test_context->list, test_context->allocator);
uav_desc.Format = params->format;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.NumElements = params->width * params->height;
ID3D12Device_CreateUnorderedAccessView(device, resource->resource,
NULL, &uav_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
}
else
{
state = params->data ? D3D12_RESOURCE_STATE_COPY_DEST : D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
resource->resource = create_default_texture2d(device, params->width, params->height, 1, params->level_count,
params->format, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, state);
if (params->data)
{
upload_texture_data_with_states(resource->resource, resource_data,
params->level_count, test_context->queue, test_context->list,
RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
reset_command_list(test_context->list, test_context->allocator);
}
ID3D12Device_CreateUnorderedAccessView(device, resource->resource, NULL, NULL,
get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
} }
ID3D12Device_CreateUnorderedAccessView(device, resource->resource, NULL, NULL,
get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
break; break;
case RESOURCE_TYPE_BUFFER_UAV:
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 };
if (!runner->heap)
runner->heap = create_gpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
resource->resource = create_default_buffer(device, params->data_size,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data_with_states(resource->resource, 0, params->data_size, resource_data[0].pData,
test_context->queue, test_context->list,
RESOURCE_STATE_DO_NOT_CHANGE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
reset_command_list(test_context->list, test_context->allocator);
uav_desc.Format = params->format;
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uav_desc.Buffer.NumElements = params->width * params->height;
ID3D12Device_CreateUnorderedAccessView(device, resource->resource,
NULL, &uav_desc, get_cpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
break;
}
case RESOURCE_TYPE_VERTEX_BUFFER: case RESOURCE_TYPE_VERTEX_BUFFER:
resource->resource = create_upload_buffer(device, params->data_size, params->data); resource->resource = create_upload_buffer(device, params->data_size, params->data);
break; break;
@ -281,7 +279,6 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
{ {
case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
range = &resource->descriptor_range; range = &resource->descriptor_range;
if (base_resource && resource->r.type == base_resource->r.type && resource->r.slot == slot + 1) if (base_resource && resource->r.type == base_resource->r.type && resource->r.slot == slot + 1)
@ -299,7 +296,7 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
root_param->DescriptorTable.pDescriptorRanges = range; root_param->DescriptorTable.pDescriptorRanges = range;
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
if (resource->r.type == RESOURCE_TYPE_UAV || resource->r.type == RESOURCE_TYPE_BUFFER_UAV) if (resource->r.type == RESOURCE_TYPE_UAV)
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
else else
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
@ -403,7 +400,6 @@ static bool d3d12_runner_dispatch(struct shader_runner *r, unsigned int x, unsig
break; break;
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
if (resource->descriptor_range.NumDescriptors) if (resource->descriptor_range.NumDescriptors)
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index, ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES)); get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));
@ -546,7 +542,6 @@ static bool d3d12_runner_draw(struct shader_runner *r,
break; break;
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
if (resource->descriptor_range.NumDescriptors) if (resource->descriptor_range.NumDescriptors)
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index, ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, resource->root_index,
get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES)); get_gpu_descriptor_handle(test_context, runner->heap, resource->r.slot + MAX_RESOURCES));

View File

@ -267,7 +267,6 @@ static struct resource *d3d9_runner_create_resource(struct shader_runner *r, con
} }
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
fatal_error("UAVs are not supported.\n"); fatal_error("UAVs are not supported.\n");
break; break;
@ -393,7 +392,6 @@ static bool d3d9_runner_draw(struct shader_runner *r,
break; break;
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
vkd3d_unreachable(); vkd3d_unreachable();
case RESOURCE_TYPE_VERTEX_BUFFER: case RESOURCE_TYPE_VERTEX_BUFFER:

View File

@ -328,10 +328,46 @@ static const struct format_info *get_format_info(enum DXGI_FORMAT format)
fatal_error("Failed to find format info for format %#x.\n", format); fatal_error("Failed to find format info for format %#x.\n", format);
} }
static void init_resource_2d(struct gl_resource *resource, const struct resource_params *params)
{
unsigned int offset, w, h, i;
resource->format = get_format_info(params->format);
glGenTextures(1, &resource->id);
glBindTexture(GL_TEXTURE_2D, resource->id);
glTexStorage2D(GL_TEXTURE_2D, params->level_count,
resource->format->internal_format, params->width, params->height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
if (!params->data)
return;
for (i = 0, offset = 0; i < params->level_count; ++i)
{
w = get_level_dimension(params->width, i);
h = get_level_dimension(params->height, i);
glTexSubImage2D(GL_TEXTURE_2D, i, 0, 0, w, h, resource->format->format,
resource->format->type, params->data + offset);
offset += w * h * params->texel_size;
}
}
static void init_resource_buffer(struct gl_resource *resource, const struct resource_params *params)
{
resource->format = get_format_info(params->format);
glGenBuffers(1, &resource->id);
glBindBuffer(GL_TEXTURE_BUFFER, resource->id);
glBufferData(GL_TEXTURE_BUFFER, params->data_size, params->data, GL_STATIC_DRAW);
glGenTextures(1, &resource->tbo_id);
glBindTexture(GL_TEXTURE_BUFFER, resource->tbo_id);
glTexBuffer(GL_TEXTURE_BUFFER, resource->format->internal_format, resource->id);
}
static struct resource *gl_runner_create_resource(struct shader_runner *r, const struct resource_params *params) static struct resource *gl_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
{ {
struct gl_resource *resource; struct gl_resource *resource;
unsigned int offset, w, h, i;
resource = calloc(1, sizeof(*resource)); resource = calloc(1, sizeof(*resource));
init_resource(&resource->r, params); init_resource(&resource->r, params);
@ -340,37 +376,14 @@ static struct resource *gl_runner_create_resource(struct shader_runner *r, const
{ {
case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV: init_resource_2d(resource, params);
resource->format = get_format_info(params->format);
glGenTextures(1, &resource->id);
glBindTexture(GL_TEXTURE_2D, resource->id);
glTexStorage2D(GL_TEXTURE_2D, params->level_count,
resource->format->internal_format, params->width, params->height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
if (!params->data)
break;
for (i = 0, offset = 0; i < params->level_count; ++i)
{
w = get_level_dimension(params->width, i);
h = get_level_dimension(params->height, i);
glTexSubImage2D(GL_TEXTURE_2D, i, 0, 0, w, h, resource->format->format,
resource->format->type, params->data + offset);
offset += w * h * params->texel_size;
}
break; break;
case RESOURCE_TYPE_BUFFER_UAV: case RESOURCE_TYPE_UAV:
resource->format = get_format_info(params->format); if (params->dimension == RESOURCE_DIMENSION_BUFFER)
init_resource_buffer(resource, params);
glGenBuffers(1, &resource->id); else
glBindBuffer(GL_TEXTURE_BUFFER, resource->id); init_resource_2d(resource, params);
glBufferData(GL_TEXTURE_BUFFER, params->data_size, params->data, GL_STATIC_DRAW);
glGenTextures(1, &resource->tbo_id);
glBindTexture(GL_TEXTURE_BUFFER, resource->tbo_id);
glTexBuffer(GL_TEXTURE_BUFFER, resource->format->internal_format, resource->id);
break; break;
case RESOURCE_TYPE_VERTEX_BUFFER: case RESOURCE_TYPE_VERTEX_BUFFER:
@ -391,13 +404,21 @@ static void gl_runner_destroy_resource(struct shader_runner *r, struct resource
{ {
case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV:
glDeleteTextures(1, &resource->id); glDeleteTextures(1, &resource->id);
break; break;
case RESOURCE_TYPE_BUFFER_UAV: case RESOURCE_TYPE_UAV:
glDeleteTextures(1, &resource->tbo_id); if (res->dimension == RESOURCE_DIMENSION_BUFFER)
/* Fall-through. */ {
glDeleteTextures(1, &resource->tbo_id);
glDeleteBuffers(1, &resource->id);
}
else
{
glDeleteTextures(1, &resource->id);
}
break;
case RESOURCE_TYPE_VERTEX_BUFFER: case RESOURCE_TYPE_VERTEX_BUFFER:
glDeleteBuffers(1, &resource->id); glDeleteBuffers(1, &resource->id);
break; break;
@ -515,13 +536,12 @@ static bool compile_shader(struct gl_runner *runner, ID3DBlob *blob, struct vkd3
switch (resource->r.type) switch (resource->r.type)
{ {
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
binding = &bindings[interface_info.binding_count++]; binding = &bindings[interface_info.binding_count++];
binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV; binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
binding->register_space = 0; binding->register_space = 0;
binding->register_index = resource->r.slot; binding->register_index = resource->r.slot;
binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL; binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
if (resource->r.type == RESOURCE_TYPE_BUFFER_UAV) if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER)
binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER; binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER;
else else
binding->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE; binding->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE;
@ -650,16 +670,13 @@ static bool gl_runner_dispatch(struct shader_runner *r, unsigned int x, unsigned
{ {
case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_RENDER_TARGET:
case RESOURCE_TYPE_VERTEX_BUFFER: case RESOURCE_TYPE_VERTEX_BUFFER:
break;
case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_BUFFER_UAV:
trace("RESOURCE TYPE %#x.\n", resource->r.type);
break; break;
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
glBindImageTexture(resource->r.slot, resource->id, 0, GL_TRUE, if (resource->r.dimension != RESOURCE_DIMENSION_BUFFER)
0, GL_READ_WRITE, resource->format->internal_format); glBindImageTexture(resource->r.slot, resource->id, 0, GL_TRUE,
0, GL_READ_WRITE, resource->format->internal_format);
break; break;
} }
} }
@ -886,13 +903,16 @@ static bool gl_runner_draw(struct shader_runner *r,
break; break;
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
glBindImageTexture(resource->r.slot, resource->id, 0, GL_TRUE, if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER)
0, GL_READ_WRITE, resource->format->internal_format); {
break; glBindImageTexture(resource->r.slot, resource->tbo_id, 0, GL_TRUE,
0, GL_READ_WRITE, resource->format->internal_format);
case RESOURCE_TYPE_BUFFER_UAV: }
glBindImageTexture(resource->r.slot, resource->tbo_id, 0, GL_TRUE, else
0, GL_READ_WRITE, resource->format->internal_format); {
glBindImageTexture(resource->r.slot, resource->id, 0, GL_TRUE,
0, GL_READ_WRITE, resource->format->internal_format);
}
break; break;
case RESOURCE_TYPE_VERTEX_BUFFER: case RESOURCE_TYPE_VERTEX_BUFFER:
@ -973,8 +993,7 @@ static struct resource_readback *gl_runner_get_resource_readback(struct shader_r
struct gl_resource *resource = gl_resource(res); struct gl_resource *resource = gl_resource(res);
struct resource_readback *rb; struct resource_readback *rb;
if (resource->r.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.type != RESOURCE_TYPE_UAV if (resource->r.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.type != RESOURCE_TYPE_UAV)
&& resource->r.type != RESOURCE_TYPE_BUFFER_UAV)
fatal_error("Unhandled resource type %#x.\n", resource->r.type); fatal_error("Unhandled resource type %#x.\n", resource->r.type);
rb = malloc(sizeof(*rb)); rb = malloc(sizeof(*rb));
@ -986,7 +1005,7 @@ static struct resource_readback *gl_runner_get_resource_readback(struct shader_r
rb->row_pitch = rb->width * resource->r.texel_size; rb->row_pitch = rb->width * resource->r.texel_size;
rb->data = malloc(rb->row_pitch * rb->height); rb->data = malloc(rb->row_pitch * rb->height);
if (resource->r.type == RESOURCE_TYPE_BUFFER_UAV) if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER)
{ {
glBindBuffer(GL_TEXTURE_BUFFER, resource->id); glBindBuffer(GL_TEXTURE_BUFFER, resource->id);
glGetBufferSubData(GL_TEXTURE_BUFFER, 0, rb->row_pitch * rb->height, rb->data); glGetBufferSubData(GL_TEXTURE_BUFFER, 0, rb->row_pitch * rb->height, rb->data);

View File

@ -264,14 +264,96 @@ static VkImageView create_2d_image_view(const struct vulkan_shader_runner *runne
return view; return view;
} }
static void resource_init_2d(struct vulkan_shader_runner *runner, struct vulkan_resource *resource,
const struct resource_params *params)
{
VkImageUsageFlagBits usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VkFormat format = vkd3d_get_vk_format(params->format);
VkDevice device = runner->device;
unsigned int buffer_offset = 0;
VkDeviceMemory staging_memory;
VkBuffer staging_buffer;
void *data;
if (params->type == RESOURCE_TYPE_UAV)
{
layout = VK_IMAGE_LAYOUT_GENERAL;
usage |= VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
}
resource->image = create_2d_image(runner, params->width, params->height, params->level_count,
usage, format, &resource->memory);
resource->image_view = create_2d_image_view(runner, resource->image, format);
if (!params->data)
{
begin_command_buffer(runner);
transition_image_layout(runner, resource->image,
VK_IMAGE_LAYOUT_UNDEFINED, layout);
end_command_buffer(runner);
return;
}
staging_buffer = create_buffer(runner, params->data_size,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &staging_memory);
VK_CALL(vkMapMemory(device, staging_memory, 0, VK_WHOLE_SIZE, 0, &data));
memcpy(data, params->data, params->data_size);
VK_CALL(vkUnmapMemory(device, staging_memory));
begin_command_buffer(runner);
transition_image_layout(runner, resource->image,
VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
for (unsigned int level = 0; level < params->level_count; ++level)
{
unsigned int level_width = get_level_dimension(params->width, level);
unsigned int level_height = get_level_dimension(params->height, level);
VkBufferImageCopy region = {0};
region.bufferOffset = buffer_offset;
region.imageSubresource.mipLevel = level;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.layerCount = 1;
region.imageExtent.width = level_width;
region.imageExtent.height = level_height;
region.imageExtent.depth = 1;
VK_CALL(vkCmdCopyBufferToImage(runner->cmd_buffer, staging_buffer, resource->image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region));
buffer_offset += level_width * level_height * params->texel_size;
}
transition_image_layout(runner, resource->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, layout);
end_command_buffer(runner);
VK_CALL(vkFreeMemory(device, staging_memory, NULL));
VK_CALL(vkDestroyBuffer(device, staging_buffer, NULL));
}
static void resource_init_buffer(struct vulkan_shader_runner *runner, struct vulkan_resource *resource,
const struct resource_params *params)
{
VkFormat format = vkd3d_get_vk_format(params->format);
VkDevice device = runner->device;
void *data;
resource->buffer = create_buffer(runner, params->data_size, VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &resource->memory);
resource->buffer_view = create_buffer_view(runner, resource->buffer, format);
VK_CALL(vkMapMemory(device, resource->memory, 0, VK_WHOLE_SIZE, 0, &data));
memcpy(data, params->data, params->data_size);
VK_CALL(vkUnmapMemory(device, resource->memory));
}
static struct resource *vulkan_runner_create_resource(struct shader_runner *r, const struct resource_params *params) static struct resource *vulkan_runner_create_resource(struct shader_runner *r, const struct resource_params *params)
{ {
struct vulkan_shader_runner *runner = vulkan_shader_runner(r); struct vulkan_shader_runner *runner = vulkan_shader_runner(r);
struct vulkan_resource *resource; struct vulkan_resource *resource;
VkDevice device = runner->device; VkDevice device = runner->device;
VkDeviceMemory staging_memory;
VkBuffer staging_buffer;
VkFormat format; VkFormat format;
void *data; void *data;
@ -294,82 +376,14 @@ static struct resource *vulkan_runner_create_resource(struct shader_runner *r, c
break; break;
case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV: resource_init_2d(runner, resource, params);
{
VkImageUsageFlagBits usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
unsigned int buffer_offset = 0;
format = vkd3d_get_vk_format(params->format);
if (params->type == RESOURCE_TYPE_UAV)
{
layout = VK_IMAGE_LAYOUT_GENERAL;
usage |= VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
}
resource->image = create_2d_image(runner, params->width, params->height, params->level_count,
usage, format, &resource->memory);
resource->image_view = create_2d_image_view(runner, resource->image, format);
if (!params->data)
{
begin_command_buffer(runner);
transition_image_layout(runner, resource->image,
VK_IMAGE_LAYOUT_UNDEFINED, layout);
end_command_buffer(runner);
break;
}
staging_buffer = create_buffer(runner, params->data_size,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &staging_memory);
VK_CALL(vkMapMemory(device, staging_memory, 0, VK_WHOLE_SIZE, 0, &data));
memcpy(data, params->data, params->data_size);
VK_CALL(vkUnmapMemory(device, staging_memory));
begin_command_buffer(runner);
transition_image_layout(runner, resource->image,
VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
for (unsigned int level = 0; level < params->level_count; ++level)
{
unsigned int level_width = get_level_dimension(params->width, level);
unsigned int level_height = get_level_dimension(params->height, level);
VkBufferImageCopy region = {0};
region.bufferOffset = buffer_offset;
region.imageSubresource.mipLevel = level;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.layerCount = 1;
region.imageExtent.width = level_width;
region.imageExtent.height = level_height;
region.imageExtent.depth = 1;
VK_CALL(vkCmdCopyBufferToImage(runner->cmd_buffer, staging_buffer, resource->image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region));
buffer_offset += level_width * level_height * params->texel_size;
}
transition_image_layout(runner, resource->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, layout);
end_command_buffer(runner);
VK_CALL(vkFreeMemory(device, staging_memory, NULL));
VK_CALL(vkDestroyBuffer(device, staging_buffer, NULL));
break; break;
}
case RESOURCE_TYPE_BUFFER_UAV: case RESOURCE_TYPE_UAV:
format = vkd3d_get_vk_format(params->format); if (params->dimension == RESOURCE_DIMENSION_BUFFER)
resource_init_buffer(runner, resource, params);
resource->buffer = create_buffer(runner, params->data_size, VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT, else
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &resource->memory); resource_init_2d(runner, resource, params);
resource->buffer_view = create_buffer_view(runner, resource->buffer, format);
VK_CALL(vkMapMemory(device, resource->memory, 0, VK_WHOLE_SIZE, 0, &data));
memcpy(data, params->data, params->data_size);
VK_CALL(vkUnmapMemory(device, resource->memory));
break; break;
case RESOURCE_TYPE_VERTEX_BUFFER: case RESOURCE_TYPE_VERTEX_BUFFER:
@ -510,16 +524,15 @@ static bool compile_shader(struct vulkan_shader_runner *runner, const char *sour
case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
binding = &bindings[interface_info.binding_count++]; binding = &bindings[interface_info.binding_count++];
if (resource->r.type == RESOURCE_TYPE_UAV || resource->r.type == RESOURCE_TYPE_BUFFER_UAV) if (resource->r.type == RESOURCE_TYPE_UAV)
binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV; binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
else else
binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV; binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
binding->register_space = 0; binding->register_space = 0;
binding->register_index = resource->r.slot; binding->register_index = resource->r.slot;
binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL; binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
if (resource->r.type == RESOURCE_TYPE_BUFFER_UAV) if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER)
binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER; binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER;
else else
binding->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE; binding->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE;
@ -702,7 +715,6 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
{ {
case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
break; break;
case RESOURCE_TYPE_RENDER_TARGET: case RESOURCE_TYPE_RENDER_TARGET:
@ -833,18 +845,22 @@ static VkDescriptorSetLayout create_descriptor_set_layout(struct vulkan_shader_r
case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
case RESOURCE_TYPE_BUFFER_UAV:
binding = &bindings[set_desc.bindingCount++]; binding = &bindings[set_desc.bindingCount++];
resource->binding = binding_index++; resource->binding = binding_index++;
binding->binding = resource->binding; binding->binding = resource->binding;
if (resource->r.type == RESOURCE_TYPE_UAV) if (resource->r.type == RESOURCE_TYPE_UAV)
binding->descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; {
else if (resource->r.type == RESOURCE_TYPE_BUFFER_UAV) if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER)
binding->descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER; binding->descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
else
binding->descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
}
else else
{
binding->descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; binding->descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
}
binding->descriptorCount = 1; binding->descriptorCount = 1;
binding->stageFlags = VK_SHADER_STAGE_ALL; binding->stageFlags = VK_SHADER_STAGE_ALL;
binding->pImmutableSamplers = NULL; binding->pImmutableSamplers = NULL;
@ -908,34 +924,38 @@ static void bind_resources(struct vulkan_shader_runner *runner, VkPipelineBindPo
{ {
case RESOURCE_TYPE_TEXTURE: case RESOURCE_TYPE_TEXTURE:
case RESOURCE_TYPE_UAV: case RESOURCE_TYPE_UAV:
image_info.imageView = resource->image_view; if (resource->r.dimension == RESOURCE_DIMENSION_BUFFER)
image_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
write.dstSet = descriptor_set;
write.dstBinding = resource->binding;
write.dstArrayElement = 0;
write.descriptorCount = 1;
write.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
write.pImageInfo = &image_info;
if (resource->r.type == RESOURCE_TYPE_UAV)
{ {
image_info.imageLayout = VK_IMAGE_LAYOUT_GENERAL; assert(resource->r.type == RESOURCE_TYPE_UAV);
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; write.dstSet = descriptor_set;
write.dstBinding = resource->binding;
write.dstArrayElement = 0;
write.descriptorCount = 1;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
write.pTexelBufferView = &resource->buffer_view;
VK_CALL(vkUpdateDescriptorSets(runner->device, 1, &write, 0, NULL));
} }
else
{
image_info.imageView = resource->image_view;
image_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VK_CALL(vkUpdateDescriptorSets(runner->device, 1, &write, 0, NULL)); write.dstSet = descriptor_set;
break; write.dstBinding = resource->binding;
write.dstArrayElement = 0;
write.descriptorCount = 1;
write.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
write.pImageInfo = &image_info;
case RESOURCE_TYPE_BUFFER_UAV: if (resource->r.type == RESOURCE_TYPE_UAV)
write.dstSet = descriptor_set; {
write.dstBinding = resource->binding; image_info.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
write.dstArrayElement = 0; write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
write.descriptorCount = 1; }
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
write.pTexelBufferView = &resource->buffer_view;
VK_CALL(vkUpdateDescriptorSets(runner->device, 1, &write, 0, NULL)); VK_CALL(vkUpdateDescriptorSets(runner->device, 1, &write, 0, NULL));
}
break; break;
case RESOURCE_TYPE_VERTEX_BUFFER: case RESOURCE_TYPE_VERTEX_BUFFER:
@ -1143,7 +1163,7 @@ static struct resource_readback *vulkan_runner_get_resource_readback(struct shad
rb->buffer = create_buffer(runner, rb->rb.row_pitch * rb->rb.height, rb->buffer = create_buffer(runner, rb->rb.row_pitch * rb->rb.height,
VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &rb->memory); VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &rb->memory);
if (resource->r.type == RESOURCE_TYPE_BUFFER_UAV) if (resource->r.type == RESOURCE_TYPE_UAV && resource->r.dimension == RESOURCE_DIMENSION_BUFFER)
{ {
void *data; void *data;